@SCENARIO
@width=660
@title=The Rise of the Necromancer - a Minarian tale by Harris
@listbox=20
@options
|
Necrociv: The Rise of the Necromancer is a high fantasy scenario for 
Civilization II: Test of Time. This is the competition version of Necrociv. 
It was created for the Third Scenario Design Contest hosted by the 
Scenario League (sleague.apolyton.net). 
|
Before you begin playing Necrociv, please familiarize yourself with the 
readme.html file. Special installation procedures are necessary to correct 
a few graphical oddities that arise in Test of Time scenario design. 
The readme.html file explains the game play fundamentals in the world 
of Minaria. It also offers some strategy suggestions, and a tech tree 
poster (my favorite).
|
|
~~~~~ Introduction ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
Under the leadership of the Necromancer (that fellow in the upper left-hand 
corner) an army of Vampyres invades the mythical World of Minaria. As 
sovereign of one of the three human nations of Minaria - Muetar, Immer, or 
Rombune - your task is to defend your kingdom and drive the invaders back 
to their homeworld. Leading an army into the Abyss and laying siege to the 
Vampyre stronghold of Zards before %STRING2, is the only way to achieve a 
Decisive Victory. 
|
In the early game, the human kingdoms have little defense against the 
deadly Vampyres. Learning the arcane arts of olde and exploration of the 
World of Minaria are the keys to survival. They will allow you to train 
units that can fight toe to toe with the worst of the Abyssal spawn.
| 
Powerful vampyres and undead legions are not the only weapons of the 
Necromancer has at his disposal. His dark wizardry also gives him the power 
to corrupt kings. Once a monarch has started down the dark path of corruption 
he is destine to become a minion of the Necromancer. Corrupt AI players are 
likely to ally with the Necromancer and turn on their Minarian brethren. 
A corrupted human player can take sides as he chooses, but can no longer win 
the scenario.
|
|
~~~~~ Choosing a Nation to Play ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
Only the human Kingdoms of Minaria: Muetar; Immer; and Rombune are designed 
for play.
|
The Muetarians are a hardy horse people of the plains who worship Yavanna, 
the goddess of fertility. They have an efficient Imperialist government and 
a powerful Cavalry. From the start of the scenario Muetar is in the thick 
of the fighting. 

The Immerites are a proud an pious people who worship Elb, the father 
of the gods. Their kingdom is on the hilly peninsulas of Minaria and their 
Emperor, Johan, rules his theocracy with an iron fist. 
|
Rombune was born when the piratical cities banded together in their common 
defense. In the intervening years Rombune has given up its piratical ways in 
preference of trade. Its aristocratic government suffers from corruption and 
waste and is more easily corrupted by dark magic then other nations. 
|
The Vampyres are too powerful to offer a human player any challenge.
|
The Free Cities are incapable of achieving the victory conditions in this 
scenario no matter how well they do. So, playing as them is not recommended.
|
The Coven and the Black Cabal are not available as playable nations at 
the start of the game. These cult-nations will only arise from a schism 
within one of the Minarian Kingdoms.
|
|
~~~~~ Victory Conditions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
A Minarian kingdom can achieve a Decisive Victory by capturing Zards, 
the Abyssal stronghold of the Vampyres, before %STRING1.
|
A Minarian Marginal Victory is won if the Vampyres are driven out of Minaria. 
If the Vampyres control one or more cities in Minaria the game is a Stalemate. 
|
A Minarian nation that has been corrupted but survives to %STRING2 suffers a 
Marginal Defeat. 
|
A nation's destruction is of course, a Decisive Defeat.
|
|
Created by Harris (necrociv@yahoo.com) 
for the Third Scenario Design Contest 
hosted by the Scenario League (sleague.apolyton.net)
@end
